Re: Jittery Scrolling on Spark List/Scroller in New Emulator?

any list component that was not designed for mobile is probably using MouseEvent.MOUSE_MOVE for dragging. MouseEvent.MOUSE_MOVE is a very expensive, often wasteful process and should be entirely avoided on mobile applications.

an easy work around is to stop the MouseEvent.MOUSE_MOVE event as soon as it's been triggered and call another method that doesn't continuously waste cycles.

Re: Jittery Scrolling on Spark List/Scroller in New Emulator?

kylefowler wrote:that i have. is there anywhere that shows how to use qnx in flash to do these item renderers?

Well you can import library symbols from a SWF, directly into any actionscript class. So all you need to do is create a MovieClip, ie "MyRendererAssets", then import that into your QNX renderer class, and addChild(), and there you have all the children you need for your renderer.

The syntax is kinda weird, but you'll get used to it.

//Setup the linkage as a class you can instanciate

[Embed(source="assets.swf", symbol="SomeRendererAssets")]

protectedvar SomeRendererAssets:Class;

//Instanciate assets, and add to stage

protected var assets:MovieClip = new SomeRendererAssets();

addChild(assets);

The only trick is to make sure that your symbol has 2 frames, then Flash will export it as a movieclip instead of a sprite, that way you can directly access any children within it.

Re: Jittery Scrolling on Spark List/Scroller in New Emulator?

any list component that was not designed for mobile is probably using MouseEvent.MOUSE_MOVE for dragging. MouseEvent.MOUSE_MOVE is a very expensive, often wasteful process and should be entirely avoided on mobile applications.

an easy work around is to stop the MouseEvent.MOUSE_MOVE event as soon as it's been triggered and call another method that doesn't continuously waste cycles.

I don't see that you're really accomplishing here, have you benchmarked this at all??

I sdon't beliueve mouseMove is inherently more expensive than calling some other function... the reason mouseMove is expensive is because it can be called multiple times in a single frame, your solution only compounds the issue, as now you're making 2 fxn calls instead of one, and doing that multiple times per frame.

The more common solution, is to use your mouseMove handler to simply save the x/y coords to some member variables, and then use an Enter_Frame or Invalidate handler to actually apply those values to your list.

Re: Jittery Scrolling on Spark List/Scroller in New Emulator?

your solution only compounds the issue, as now you're making 2 fxn calls instead of one, and doing that multiple times per frame.

in my code as soon as the first MouseEvent.MOUSE_MOVE is fired, the event listener for MouseEvent.MOUSE_MOVE is removed and then the bypass function is called. the bypass function simply activates startDrag().